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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-08-20 10:01:36 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-08-20 10:01:36 +0200 |
commit | 333f0f910f164851218c5ece26d4c4b4931d4a30 (patch) | |
tree | f8452d97bd2792d6a692b5228e8424314b22baf4 /drivers/gles3/shaders | |
parent | 554dc002b505e7c5c2306a58008ec9a31bf2d2e7 (diff) | |
parent | e698351db24df691dc5ea88a6b011c24dad77ebd (diff) | |
download | redot-engine-333f0f910f164851218c5ece26d4c4b4931d4a30.tar.gz |
Merge pull request #86000 from jsjtxietian/add-missing-model_normal_matrix
Add `model_normal_matrix` for fragment shader
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 04ba98a420..305a4f1010 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -583,6 +583,8 @@ void main() { #define SHADER_IS_SRGB true +#define FLAGS_NON_UNIFORM_SCALE (1 << 4) + /* Varyings */ #if defined(COLOR_USED) @@ -955,6 +957,7 @@ ivec2 multiview_uv(ivec2 uv) { uniform highp mat4 world_transform; uniform mediump float opaque_prepass_threshold; +uniform highp uint model_flags; #if defined(RENDER_MATERIAL) layout(location = 0) out vec4 albedo_output_buffer; @@ -1521,6 +1524,13 @@ void main() { vec3 light_vertex = vertex; #endif //LIGHT_VERTEX_USED + highp mat3 model_normal_matrix; + if (bool(model_flags & uint(FLAGS_NON_UNIFORM_SCALE))) { + model_normal_matrix = transpose(inverse(mat3(model_matrix))); + } else { + model_normal_matrix = mat3(model_matrix); + } + { #CODE : FRAGMENT } |